X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.h;h=d12ab1c69565d84583a97b124e96fa5ab08ca3ce;hb=df1cc2c4115be684d1e899643f4a47d40d073add;hp=b770d68700923c7473c8c9a2aac4b68131c6e52b;hpb=d936abc44e2965d49f8f2e3d5030c5ad3a5bf222;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.h b/gl_backend.h index b770d687..d12ab1c6 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -12,9 +12,6 @@ extern float gl_modelview16f[16]; extern float gl_modelviewprojection16f[16]; extern qboolean gl_modelmatrixchanged; -extern cvar_t gl_vbo_dynamicvertex; -extern cvar_t gl_vbo_dynamicindex; - #define POLYGONELEMENTS_MAXPOINTS 258 extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; @@ -25,6 +22,7 @@ extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out); qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor); void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float zNear, float zFar, const float *nearplane); +void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane); void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, float zFar, const float *nearplane); void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, const float *nearplane); void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane); @@ -39,16 +37,13 @@ void GL_DepthMask(int state); void GL_DepthTest(int state); void GL_DepthFunc(int state); void GL_DepthRange(float nearfrac, float farfrac); -void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask); void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask); void GL_PolygonOffset(float planeoffset, float depthoffset); void GL_CullFace(int state); -void GL_AlphaTest(int state); void GL_AlphaToCoverage(qboolean state); void GL_ColorMask(int r, int g, int b, int a); void GL_Color(float cr, float cg, float cb, float ca); void GL_ActiveTexture(unsigned int num); -void GL_ClientActiveTexture(unsigned int num); void GL_Scissor(int x, int y, int width, int height); void GL_ScissorTest(int state); void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue); @@ -60,6 +55,7 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list); void GL_Backend_FreeProgram(unsigned int prog); +extern cvar_t gl_debug; extern cvar_t gl_paranoid; extern cvar_t gl_printcheckerror; @@ -81,16 +77,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); void GL_Mesh_ListVBOs(qboolean printeach); void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset); - -r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Generic_Unlock(void); void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f); -void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset); - -r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again! void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f); -void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer, int bufferoffset); // sets up the requested vertex transform matrix void R_EntityMatrix(const matrix4x4_t *matrix); @@ -106,10 +94,6 @@ int R_Mesh_TexBound(unsigned int unitnum, int id); void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height); // bind a given texture to a given image unit void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex); -// sets the texcoord matrix for a texenv unit, can be NULL or blank (will use identity) -void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix); -// sets the combine state for a texenv unit -void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale); // set up a blank texture state (unbinds all textures, texcoord pointers, and resets combine settings) void R_Mesh_ResetTextureState(void); // before a texture is freed, make sure there are no references to it